public Settings()
        {
            ShadowQualityRelation.Add(ShadowQualities.NoShadows, 0);
            ShadowQualityRelation.Add(ShadowQualities.Lowest, 1500);
            ShadowQualityRelation.Add(ShadowQualities.Low, 2500);
            ShadowQualityRelation.Add(ShadowQualities.Medium, 3500);
            ShadowQualityRelation.Add(ShadowQualities.High, 4500);
            ShadowQualityRelation.Add(ShadowQualities.Highest, 5500);

            RenderAlphaObjects = true;
            RenderSplatObjects = true;
            RenderXMeshes = true;
            RenderSkinnedMeshes = true;

            PriorityRelation.Add(Priority.Never, 0);
            PriorityRelation.Add(Priority.Low, 1);
            PriorityRelation.Add(Priority.Medium, 2);
            PriorityRelation.Add(Priority.High, 3);

            ShadowQualityPriorityRelation.Add(ShadowQualities.NoShadows, 0);
            ShadowQualityPriorityRelation.Add(ShadowQualities.Lowest, 1);
            ShadowQualityPriorityRelation.Add(ShadowQualities.Low, 1);
            ShadowQualityPriorityRelation.Add(ShadowQualities.Medium, 2);
            ShadowQualityPriorityRelation.Add(ShadowQualities.High, 3);
            ShadowQualityPriorityRelation.Add(ShadowQualities.Highest, 3);

            AnimationQualityPriorityRelation.Add(AnimationQualities.Low, 0);
            AnimationQualityPriorityRelation.Add(AnimationQualities.Medium, 1);
            AnimationQualityPriorityRelation.Add(AnimationQualities.High, 2);

            TerrainQualityPriorityRelation.Add(TerrainQualities.Low, 0);
            TerrainQualityPriorityRelation.Add(TerrainQualities.Medium, 1);
            TerrainQualityPriorityRelation.Add(TerrainQualities.High, 2);

            LightingQualityPriorityRelation.Add(LightingQualities.Low, 0);
            LightingQualityPriorityRelation.Add(LightingQualities.Medium, 1);
            LightingQualityPriorityRelation.Add(LightingQualities.High, 2);

            if (GraphicsDevice.SettingsUtilities.VideoMemory < 270)
                ShadowQuality = ShadowQualities.NoShadows;

            FillMode = SlimDX.Direct3D9.FillMode.Solid;

            FogDistance = 35.1f;
            FogExponent = 10.5f;
            FogColor = new Vector4(0.08f, 0.86f, 0.76f, 1.0f);
            DiffuseColor = new Vector3(1.34f, 1.26f, 0.8f);
            AmbientColor = new Vector3(0.4f, 0.76f, 0.78f);
            SpecularColor = new Vector3(1.35f, 1.15f, 0.9f);

            LightDirection = new Vector3(-0.6f, 0.7f, 0.7f);
            RenderAlphaObjects = true;
            ShadowBias = 1.0f / 500.0f;
            WaterLevel = 0.2f;
            WaterEnable = true;
            //RenderWithPostEffect = false;
            AdditiveLightColor = Vector3.Zero;
            TextureSize = 3f;
            ColorChannelPercentageIncrease = new Vector3(0, 0.26f, 0.18f);
            CullSceneInterval = 0.1f;

            TextureFilter = new TextureFilters
            {
                AnisotropicLevel = 1,
                TextureFilterMin = SlimDX.Direct3D9.TextureFilter.Linear,
                TextureFilterMag = SlimDX.Direct3D9.TextureFilter.Linear,
                TextureFilterMip = SlimDX.Direct3D9.TextureFilter.Point
            };
        }
        public Settings()
        {
            ShadowQualityRelation.Add(ShadowQualities.NoShadows, 0);
            ShadowQualityRelation.Add(ShadowQualities.Lowest, 1500);
            ShadowQualityRelation.Add(ShadowQualities.Low, 2500);
            ShadowQualityRelation.Add(ShadowQualities.Medium, 3500);
            ShadowQualityRelation.Add(ShadowQualities.High, 4500);
            ShadowQualityRelation.Add(ShadowQualities.Highest, 5500);

            RenderAlphaObjects  = true;
            RenderSplatObjects  = true;
            RenderXMeshes       = true;
            RenderSkinnedMeshes = true;

            PriorityRelation.Add(Priority.Never, 0);
            PriorityRelation.Add(Priority.Low, 1);
            PriorityRelation.Add(Priority.Medium, 2);
            PriorityRelation.Add(Priority.High, 3);

            ShadowQualityPriorityRelation.Add(ShadowQualities.NoShadows, 0);
            ShadowQualityPriorityRelation.Add(ShadowQualities.Lowest, 1);
            ShadowQualityPriorityRelation.Add(ShadowQualities.Low, 1);
            ShadowQualityPriorityRelation.Add(ShadowQualities.Medium, 2);
            ShadowQualityPriorityRelation.Add(ShadowQualities.High, 3);
            ShadowQualityPriorityRelation.Add(ShadowQualities.Highest, 3);

            AnimationQualityPriorityRelation.Add(AnimationQualities.Low, 0);
            AnimationQualityPriorityRelation.Add(AnimationQualities.Medium, 1);
            AnimationQualityPriorityRelation.Add(AnimationQualities.High, 2);

            TerrainQualityPriorityRelation.Add(TerrainQualities.Low, 0);
            TerrainQualityPriorityRelation.Add(TerrainQualities.Medium, 1);
            TerrainQualityPriorityRelation.Add(TerrainQualities.High, 2);

            LightingQualityPriorityRelation.Add(LightingQualities.Low, 0);
            LightingQualityPriorityRelation.Add(LightingQualities.Medium, 1);
            LightingQualityPriorityRelation.Add(LightingQualities.High, 2);

            if (GraphicsDevice.SettingsUtilities.VideoMemory < 270)
            {
                ShadowQuality = ShadowQualities.NoShadows;
            }


            FillMode = SlimDX.Direct3D9.FillMode.Solid;

            FogDistance   = 35.1f;
            FogExponent   = 10.5f;
            FogColor      = new Vector4(0.08f, 0.86f, 0.76f, 1.0f);
            DiffuseColor  = new Vector3(1.34f, 1.26f, 0.8f);
            AmbientColor  = new Vector3(0.4f, 0.76f, 0.78f);
            SpecularColor = new Vector3(1.35f, 1.15f, 0.9f);

            LightDirection     = new Vector3(-0.6f, 0.7f, 0.7f);
            RenderAlphaObjects = true;
            ShadowBias         = 1.0f / 500.0f;
            WaterLevel         = 0.2f;
            WaterEnable        = true;
            //RenderWithPostEffect = false;
            AdditiveLightColor             = Vector3.Zero;
            TextureSize                    = 3f;
            ColorChannelPercentageIncrease = new Vector3(0, 0.26f, 0.18f);
            CullSceneInterval              = 0.1f;

            TextureFilter = new TextureFilters
            {
                AnisotropicLevel = 1,
                TextureFilterMin = SlimDX.Direct3D9.TextureFilter.Linear,
                TextureFilterMag = SlimDX.Direct3D9.TextureFilter.Linear,
                TextureFilterMip = SlimDX.Direct3D9.TextureFilter.Point
            };
        }